Suggestions that just make sense
Posted: Sat Oct 06, 2012 12:46 am
- Beacon Maps
Theyre really should be a way to see how the beacons are connected to each other in a sector or maybe this could just be a cheap augmentation on your ship. The last game I played I had drone control, full cloaking, fully upgraded weapons, full crew and suffice it to say i was kicking the flagships ass. it made its first escape and I went to grab repairs before facing it a second time but because of a slight miscalculation at how the final sector was constructed I managed to not be able to get to the flagship in time... This should just not happen, if the player loses in this kind of setup it should be because they lost to the flagship a second time because a repair dock just wasnt in range, not because the star map is constructed in a totally blind fashion to the player. Bottom line is the player should be able to weigh the gambles and risks based on how the beacons are placed without playing a guessing game as to which ones are
- Assigning roles to crewmembers
The player should be able to assign roles to the crewmembers (ex. shields guy, navigator, weapons etc.) so that if two or more crewmembers are in the same location than the one who is assigned the role will take priority. It would also help to assign engineer roles to those crewmembers who do nothing but go after repairs and, in this way, they would work like repair drones. A menu where you can set priorities as to which systems should be fixed first and the ability to turn the AI on or off as needed. So it could work similar to this, whenever you click on a crew and give him a direct order than his AI shuts off, when you turn it back on than he will go back into his usual role of manning the system he is assigned or repairing systems as needed. Perhaps some of that might be a lil too complicated, but at least the first suggestion of them taking priority of a console when in the same room should be present. There could also be penalties/rewards of assigning a role.. ex. someone assigned a navigator role levels up quicker on the nav console but levels up slower on repairs. A warrior class could level up faster at combat but slower on system consoles.
- Having autofire on/off for specific weapons.
Maybe this is possible but I cant figure it out. You should be allowed, for example to set ion weapons on autofire and manually select hull damage weapons for another. this is useful for capturing a ship.. you dont want to kill or injure crewmates so you just pelt it with ion weapons with the option of shooting a laser manually to disrupt a particular system. in this way, the weapons will be fully charged and ready but others on autofire. So far, it seems like i have to power off a weapon for it to not be affected by autofire.. correct me if im wrong
Theyre really should be a way to see how the beacons are connected to each other in a sector or maybe this could just be a cheap augmentation on your ship. The last game I played I had drone control, full cloaking, fully upgraded weapons, full crew and suffice it to say i was kicking the flagships ass. it made its first escape and I went to grab repairs before facing it a second time but because of a slight miscalculation at how the final sector was constructed I managed to not be able to get to the flagship in time... This should just not happen, if the player loses in this kind of setup it should be because they lost to the flagship a second time because a repair dock just wasnt in range, not because the star map is constructed in a totally blind fashion to the player. Bottom line is the player should be able to weigh the gambles and risks based on how the beacons are placed without playing a guessing game as to which ones are
- Assigning roles to crewmembers
The player should be able to assign roles to the crewmembers (ex. shields guy, navigator, weapons etc.) so that if two or more crewmembers are in the same location than the one who is assigned the role will take priority. It would also help to assign engineer roles to those crewmembers who do nothing but go after repairs and, in this way, they would work like repair drones. A menu where you can set priorities as to which systems should be fixed first and the ability to turn the AI on or off as needed. So it could work similar to this, whenever you click on a crew and give him a direct order than his AI shuts off, when you turn it back on than he will go back into his usual role of manning the system he is assigned or repairing systems as needed. Perhaps some of that might be a lil too complicated, but at least the first suggestion of them taking priority of a console when in the same room should be present. There could also be penalties/rewards of assigning a role.. ex. someone assigned a navigator role levels up quicker on the nav console but levels up slower on repairs. A warrior class could level up faster at combat but slower on system consoles.
- Having autofire on/off for specific weapons.
Maybe this is possible but I cant figure it out. You should be allowed, for example to set ion weapons on autofire and manually select hull damage weapons for another. this is useful for capturing a ship.. you dont want to kill or injure crewmates so you just pelt it with ion weapons with the option of shooting a laser manually to disrupt a particular system. in this way, the weapons will be fully charged and ready but others on autofire. So far, it seems like i have to power off a weapon for it to not be affected by autofire.. correct me if im wrong